就是我把textout写到switch外,可以运行也没有问题,但是放进switch就不行了,甚至过不了编译switch内也没有别的程序
VOID Game_Paint(HWND hwnd )//在此函数进行绘制操作 框架
{
wchar_t text1[]=L"鼠标单机开始游戏";
TextOut(g_hdc,30,150,text1,wcslen(text1));
switch(g_iNum){
case 0:
//SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
//
//BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 1:
PlaySound( L"bgm.wav" , NULL , SND_APPLICATION|SND_FILENAME|SND_ASYNC);
SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 2:
SelectObject(g_mdc,g_hSprite[0]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
}
g_iNum++;
}
这样可以运行,消息啥的也没有问题
VOID Game_Paint(HWND hwnd )//在此函数进行绘制操作 框架
{
switch(g_iNum){
case 0:
wchar_t text1[]=L"鼠标单机开始游戏";
TextOut(g_hdc,30,150,text1,wcslen(text1));
//SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
//
//BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 1:
PlaySound( L"bgm.wav" , NULL , SND_APPLICATION|SND_FILENAME|SND_ASYNC);
SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 2:
SelectObject(g_mdc,g_hSprite[0]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
}
g_iNum++;
}
然后把它放到case 0里面就不行了,编译都过不了
顺便说一下case 0 里面被注释掉的也可以运行
发一下所有的代码
#include<windows.h>
#pragma comment(lib,"winmm.lib") //播放音频头文件
#define WINDOW_WIDTH 800//窗口宽高宏
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"一封信"
HDC g_hdc=NULL;//环境句柄
HDC g_mdc=NULL;//为建立兼容DC建个句柄
HDC g_bufdc=NULL;
HBITMAP g_hSprite[2];//定义一个位图句柄
int g_iNum=0;
LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam);//窗口过程函数 判断信息 先定义函数,最后写
BOOL Game_Init (HWND hwnd);//资源初始化
VOID Game_Paint(HWND hwnd);//绘图函数
BOOL Game_CleanUp(HWND hwnd);//资源清理
COLORREF black=RGB(255,255,255); //定义black代表红色
HFONT hFont=CreateFont(45,0,0,0,0,0,0,0,GB2312_CHARSET,0,0,0,0,TEXT("楷体"));//创建一个字体
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//设计窗口
WNDCLASSEX wndClass = {0}; //定义了一个窗口
wndClass.cbSize=sizeof(WNDCLASSEX);
wndClass.style=CS_HREDRAW|CS_VREDRAW; //窗口样式 p59
wndClass.lpfnWndProc = WndProc; //过程函数指针
wndClass.cbClsExtra=0;
wndClass.cbWndExtra=0;
wndClass.hInstance=hInstance;
wndClass.hIcon = (HICON)::LoadImage(NULL,L"tb.ico",IMAGE_ICON,0,0,LR_DEFAULTSIZE|LR_LOADFROMFILE);//程序图标设置
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW); // 设置光标
wndClass.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH); //设置背景颜色
wndClass.lpszMenuName =NULL;
wndClass.lpszClassName=L"ForTheDream";
//注册窗口
if( !RegisterClassEx( &wndClass ))//注册失败直接结束
return -1;
//创建窗口
HWND hWnd = CreateWindow(L"ForTheDream",WINDOW_TITLE,WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,WINDOW_WIDTH,WINDOW_HEIGHT,NULL,NULL,hInstance,NULL);
//移动窗口p66
//显示窗口
ShowWindow( hWnd , nShowCmd );
//更新窗口
UpdateWindow(hWnd);
//游戏资源初始化 如果失败弹出消息框并返回false
if(!Game_Init(hWnd))
{
MessageBox(hWnd,L"资源初始化失败",L"消息窗口",0);
}
//5.处理消息
MSG msg={0};
while (msg.message!= WM_QUIT)//消息循环函数,持续向窗口获取信息
{
if (PeekMessage(&msg,0, NULL,NULL, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);//交给wndproc进行处理
}
}
//注销窗口
UnregisterClass( L"ForTheDream", wndClass.hInstance);
return 0;
}
LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam){
switch( message )
{
case WM_PAINT:
ValidateRect (hwnd, NULL);
break;
case WM_KEYDOWN://获取键盘信息
if ( wParam == VK_ESCAPE) //如果摁ESC就退出
DestroyWindow(hwnd);
if ( wParam == VK_UP)
Game_Paint(hwnd);
break;
case WM_DESTROY:
Game_CleanUp(hwnd);//结束时清理资源
PostQuitMessage( 0 );
break;
default:
return DefWindowProc( hwnd, message, wParam, lParam ); //调用默认的窗口
}
return 0; //正常退出
}
BOOL Game_Init(HWND hwnd)//绘图初始化函数
{
g_hdc=GetDC(hwnd);
//加载位图
g_hSprite[0] = (HBITMAP)LoadImage(NULL,L"1.bmp",IMAGE_BITMAP,800,600,LR_LOADFROMFILE);
g_hSprite[1] = (HBITMAP)LoadImage(NULL,L"bj.bmp",IMAGE_BITMAP,800,600,LR_LOADFROMFILE);
//建立缓冲DC
g_mdc = CreateCompatibleDC(g_hdc);
g_iNum=0;
Game_Paint(hwnd);
return TRUE;
}
VOID Game_Paint(HWND hwnd )//在此函数进行绘制操作 框架
{
switch(g_iNum){
case 0:
wchar_t text1[]=L"鼠标单机开始游戏";
TextOut(g_hdc,30,150,text1,wcslen(text1));
//SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
//
//BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 1:
PlaySound( L"bgm.wav" , NULL , SND_APPLICATION|SND_FILENAME|SND_ASYNC);
SelectObject(g_mdc,g_hSprite[g_iNum]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
case 2:
SelectObject(g_mdc,g_hSprite[0]);//将位图对象选入到g_mdc内存DC中(暂存)
BitBlt(g_hdc,0,0,WINDOW_WIDTH,WINDOW_HEIGHT,g_mdc,0,0,SRCCOPY);
break;
}
g_iNum++;
}
BOOL Game_CleanUp(HWND hwnd){//资源清理 框架
//释放资源对象
DeleteObject(g_hSprite[0]);
DeleteObject(g_hSprite[1]);
DeleteDC(g_mdc);
ReleaseDC(hwnd,g_hdc);
return TRUE;
}
就是感觉没有过编译,因为运行时间很短而且结果是继承上一次的
自学啥都不懂,就很奇怪
就请教一下这个问题吧
学习一下!